kandoruus 1 Posted March 13, 2017 I want Mandalore and HK-47 to be able to compete with the jedi in terms of damage output. So I decided to create a custom feat for each of them that would give extra attacks per round similar to Hanharr's Wookie Rage line of feats, except instead of a STR bonus HK gets DEX and Mandalore doesn't get a stat bonus but he also doesn't get a hit to DEF. So after searching through the nss files I came across k_inc_force.nss which is the script that fires Hanharr's Rage. The method that figures out which feat/power was used is a enormous switch-case statement that calls a method GetSpellId() as the "switch." My question is this: where are the Spell Id's defined? I have looked and looked and I just can not find this anywhere. I even downloaded another mod that added custom feats to see how they did it, but it only had the ncs files and I am not experienced enough with assembly languages to decode them. Thanks! Quote Share this post Link to post Share on other sites
VarsityPuppet 1,085 Posted March 13, 2017 spells.2da is where the spell ID's are stored Quote Share this post Link to post Share on other sites
kandoruus 1 Posted March 13, 2017 Which column had the spell ids? I had looked through that file and (from left to right) the label didn't match the ID used in the k_inc_force.nss file (atleast for wookie rage line), name and spelldesc indicate what name and description to use from the dialog.tlk file, and I don't see any other column that has any unique information in it. Quote Share this post Link to post Share on other sites
VarsityPuppet 1,085 Posted March 13, 2017 Which column had the spell ids? I had looked through that file and (from left to right) the label didn't match the ID used in the k_inc_force.nss file (atleast for wookie rage line), name and spelldesc indicate what name and description to use from the dialog.tlk file, and I don't see any other column that has any unique information in it. It's row index Quote Share this post Link to post Share on other sites